GadgetUK Posted June 2, 2013 Share Posted June 2, 2013 Did Atari build in any hardware routines for the 'flip' option? I mean, I can obviously flip the image with Suzi but then I would need to handle the input differently etc, but is that all there is to it, to flip the main output surface and then invert my directionals? Quote Link to comment Share on other sites More sharing options...
vince Posted June 2, 2013 Share Posted June 2, 2013 Yes, once activated (DISPCTL, 0xFD92, bit 1), there's only NSWO buttons to change. For activation, you change the dispctl bit 1 (dispctl=dispctl xor 0x2) when JOSTICK{0xFCB0}&0x4 != 0 AND SWITCHES{0xFCB1}&0x1 !=0 Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted June 2, 2013 Author Share Posted June 2, 2013 OK, thanks =) Quote Link to comment Share on other sites More sharing options...
+karri Posted June 3, 2013 Share Posted June 3, 2013 The tgi driver has a function tgi_flip() that filps the screen. It works as a toggle. I have not written anything special for the joypad or the keypad. They just work out-of-the-box as they should. Also my C-code does not know if the screen is flipped or not. if (kbhit()) { switch (cgetc()) { case 'F': tgi_flip(); break; case 'R': return RESTART_LYNX; case '1': restartGame = true; break; case '2': play_next_tune(); break; case '3': cheat_used = true; cheat_mode = !cheat_mode; if (cheat_mode) { setcheatpal(); } else { setnormalpal(); } break; case 'P': paused = 1 - paused; if (paused) { abc_pause(); } break; default: break; } } Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted June 3, 2013 Author Share Posted June 3, 2013 Great, thanks!! Quote Link to comment Share on other sites More sharing options...
GadgetUK Posted June 7, 2013 Author Share Posted June 7, 2013 That worked a treat! Quote Link to comment Share on other sites More sharing options...
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